It's only useful if you're a bad Soldier who can't predict with a Rocket Launcher that has either a normal speed and large splash, or a small splash with quick speed; this is barring the rather rare circumstance where a Soldier would use it to extend his effective range with good prediction, but that's difficult to do in many maps due to the terrain and available space working against you.

It's very useful for bad Soldiers, not so much for good players who know how to predict properly; it doesn't allow you to learn the proper prediction time, it gimps you in short fights and it has an initial damage penalty of twenty five percent due to the loss of a Rocket, all of which work against you. It's a weapon that may be useful for you, but if it is, you should be more concerned with improving your skills, rather than using a weapon that will allow you to perform better, but actually be detrimental to progressing as a player.

The one less rocket makes combat harder in extended fights since you're gonna be reloading more often than with other launchers. Generally, the faster rocket speed won't help you too much except for the one time every blue moon where you hit someone from long range (although as a person who plays Pyro pretty often it's a pain to airblast LL rockets).

The Liberty Launcher is infererior compared to the stock Rocker Launcher. The loss of a rocket is a massive downside and its upside is useless for good players.

The faster rockets are useless when you're good and can aim. The only main reason to use it would be if you can't aim and need it, but that won't help you improve at all. You would only be able to hit due to the faster rockets, but you would never be a truly good and efficient soldier. The faster rocket speed does make it harder for pyros to airblast, but good soldiers can usually deal with pyros.

The loss of a rocket greatly diminishes a soldier's combat ability. You wouldn't be able to effectively fight against groups of enemies because of only having three rockets. You would easily be ambushed because it would be more common that you would use up all of your rockets.

The only situation where the Liberty Launcher would be better than the Rocket Launcher would be if you're only fighting against one player. You're limiting yourself in every other situations.

I really really dislike this item because of its very concept.It greatly gimps your mobility options as well as combat durability all for the reward of making aiming rockets a bit easier. There is no reason for a Soldier already capable of landing a decent percentage of rockets to ever use this.It is an upgrade for bad soldiers who can neither properly aim nor rocketjump and a blatant downgrade for everyone else - good for bads, bad for goods.I downright hate this concept.I have the same amount of respect for Liberty Launcher Soldiers as I have for Machina Snipers and Spy-Cicle Spies. Not very much, that is.

Are you up against mostly scouts who aren't working together, particularly scouts operating further away because they're using the shortstop? Then, potentially; the faster projectile velocity cuts their reaction time, making it harder to avoid, and they still take two rockets to kill unless you're firing at well past midrange (in which case you probably won't be hitting anyway with any rocket launcher regardless of your skill or choice of launcher; even if you *perfectly* predict their current trajectory, there's time for them to see the rocket's trajectory and change course. Only exceptions are on extremely tight ground; or e.g. they're trying to cap and if they don't cap right then and there their team loses, in which case they may stick it out and hope they cap before the rocket hits).

It also has use against a Pyro who has iffy reflection skills -- i.e. one who has difficulty reflecting the somewhat faster rocket, but is still a threat against normal-speed ones. However, the stock shotgun is also good for this situation, and will also work against pyros who can consistently reflect the faster LL rockets.

Are you up against heavier classes, or engineers? Then, not very much, especially where medics are involved. Even a mini-sentry takes two rockets, which means that you won't have enough left loaded to kill the engineer and you'll need to finish with the shotgun even if your aim is perfect (unless said engineer is stupid enough to remain standing right next to his mini rather than moving away, never mind that there's no real point in doing so).

I personally would say, stock is the best on all ocasions (unless our jumping (then use the jumper)), but lately i have been using the other rocket launchers ( cept mangler as it sucks ) and the liberty launcher is not as bad as i thought it was, but even still dislike it!

I personally would say, stock is the best on all ocasions (unless our jumping (then use the jumper)), but lately i have been using the other rocket launchers ( cept mangler as it sucks ) and the liberty launcher is not as bad as i thought it was, but even still dislike it!

The Cow Mangler is not terrible at all. It's better than the Liberty Launcher and Black Box. The five rockets are very useful. The only main problems with it is the airblast glitch and the lack of crits. Aside from that, the other downsides are negligible. The lowered damage against buildings is only a major downside if your team can't deal with an engineer and you need to destroy his buildings.

The Black Box isn't that great. It's better than the Liberty Launcher, but the Black Box's upside is useless if you have a good medic on your team.

Unless you're working in an independent fashion, such as roaming around, while your Medic is assisting the bulk of your team; the Black Box fits a certain method of play, which is an individualistic one that doesn't rely on having a Medic nearby, which can be useful in a variety of circumstances.

The problem with the Cow Mangler is that you're not able to take on buildings; sure, other classes can nail them, but if you have the option to and you can't, then it can severely impact the flow of battle. It also disqualifies you for an Ubercharge to clear a Sentry Nest, when a normal Soldier would be able to do so in a pinch; it's just not as versatile, even if it is arguably one of the best for Rocket Jumping due to the larger clip, assuming engagements don't carry on long enough for the downsides to begin to take effect. Still, the thing is rather mediocre outside of bombing for all the previously mentioned reasons; it just removes the whole possibility of dealing with any building on your own, not to mention minutely affects your ability to deal damage and combat in extended fights negatively a tad.

The Black Box isn't that great. It's better than the Liberty Launcher, but the Black Box's upside is useless if you have a good medic on your team.

Unless you're working in an independent fashion, such as roaming around, while your Medic is assisting the bulk of your team; the Black Box fits a certain method of play, which is an individualistic one that doesn't rely on having a Medic nearby, which can be useful in a variety of circumstances.

The problem with the Cow Mangler is that you're not able to take on buildings; sure, other classes can nail them, but if you have the option to and you can't, then it can severely impact the flow of battle. It also disqualifies you for an Ubercharge to clear a Sentry Nest, when a normal Soldier would be able to do so in a pinch; it's just not as versatile, even if it is arguably one of the best for Rocket Jumping due to the larger clip, assuming engagements don't carry on long enough for the downsides to begin to take effect. Still, the thing is rather mediocre outside of bombing for all the previously mentioned reasons; it just removes the whole possibility of dealing with any building on your own, not to mention minutely affects your ability to deal damage and combat in extended fights negatively a tad.

Octavia, how are you so awesome all of the time? I bet you eat carrots. LOTS of carrots.

Unless you're working in an independent fashion, such as roaming around, while your Medic is assisting the bulk of your team; the Black Box fits a certain method of play, which is an individualistic one that doesn't rely on having a Medic nearby, which can be useful in a variety of circumstances.

The problem with the Cow Mangler is that you're not able to take on buildings; sure, other classes can nail them, but if you have the option to and you can't, then it can severely impact the flow of battle. It also disqualifies you for an Ubercharge to clear a Sentry Nest, when a normal Soldier would be able to do so in a pinch; it's just not as versatile, even if it is arguably one of the best for Rocket Jumping due to the larger clip, assuming engagements don't carry on long enough for the downsides to begin to take effect. Still, the thing is rather mediocre outside of bombing for all the previously mentioned reasons; it just removes the whole possibility of dealing with any building on your own, not to mention minutely affects your ability to deal damage and combat in extended fights negatively a tad.

Octavia, how are you so awesome all of the time? I bet you eat carrots. LOTS of carrots.

He does eat carrots. He really does. In what other way can one be so damn awesome?